@Predseda
unintentionally, since was trying to get same waveform s the 64 game intro; however considered the game can fit :P Still need to know if is possible to redirect the song according on which teleport the charactrer lands to... but not as subsongs, rather as a cue point approach; i used two voices to have effects at the same time and is more a proof-of-concept (then if in progress i can reach the level of Iveson even better)

Well i offered to do something and started on my own hoping to bash competition, however my approach was to have a similar sound to c64 and cue points in the score (read: an unique score in game but according to what teleport you take it gets "bounced" on several positions) - that was my idea i know there is no programming for it, actually hoped to have an answer for feasibility ^^

@Predseda
is an in-game, for opening i thought adrdesign covered; plus we are talking of an unexpanded game, that has NO memory allocated for in-game music on the ST version so the lesser the better imo; but if you want something very awesome then would like to have -off canon- this (with no lyrics of course):
[ Show youtube player ]

@Predseda
is an in-game, for opening i thought adrdesign covered; plus we are talking of an unexpanded game, that has NO memory allocated for in-game music on the ST version so the lesser the better imo

lol
It seems we are all a bit confused LOL

AFAIK Gallahad has been asking H0ffman to do that, who was busy ATM...

personally i would not take the 8-bit feel out of the game: is one of those I did grew up with on spectrum (even tough due to language barrier at the time did not understood what to do) and have music AND effects would make it special; that is why i chose to use chip two voices, also because i have no clue how many voices are used by effects and keep just two busy should keep enough FX around - and also to possibly master two voice extreme tracking 'a la' Iveson/Nuke in Wolfchild, he did a miracolous job there ^^

Well, I uploaded OGG (its like MP3) versions of StarQuake tunes done for a never-released remake by Retrospec. Unfortunetly the status will stay this way for a while. It is unusable for the Amiga, I know, but it can give you some idea how it could sound like.

Despite negative feedback here is the second in-progress of the in-game tune two voices chiptune (good for unexpanded machines) with different tunes according to teleport:
00:00 astra
00:51 hylis
01:32 chasm
02:23 polar
many missing still and more improvements to do

a non-looping (hope to find a way to merge it together) theme for every teleport, based on this Starquake map made on c64 version

Well, I uploaded OGG (its like MP3) versions of StarQuake tunes done for a never-released remake by Retrospec. Unfortunetly the status will stay this way for a while. It is unusable for the Amiga, I know, but it can give you some idea how it could sound like.